varying vec3 diffuse;

void main() {
	gl_Position = ftransform();
	
	// Diffuse Shader
	vec3 normal = gl_NormalMatrix * gl_Normal;
	vec3 lightVector = normalize(gl_LightSource[0].position.xyz);
	float nxDir = max(0.0, dot(normal, lightVector)); // Normal x light direction.
	diffuse = gl_LightSource[0].diffuse.rgb * nxDir * 0.2 + 0.3;
}
